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// Copyright (C) 2026 Michael Wilson <mike@mdwn.dev>
//
// This program is free software: you can redistribute it and/or modify it under
// the terms of the GNU General Public License as published by the Free Software
// Foundation, version 3.
//
// This program is distributed in the hope that it will be useful, but WITHOUT
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
// FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License along with
// this program. If not, see <https://www.gnu.org/licenses/>.
//
mod layers;
mod processing;
mod validation;
#[cfg(test)]
mod tests;
use std::collections::HashMap;
use std::sync::Arc;
use std::time::{Duration, Instant};
use std::sync::atomic::{AtomicU64, Ordering};
use super::effects::*;
use super::tempo::TempoMap;
use tracing::debug;
use crate::dmx::midi_dmx_store::MidiDmxStore;
/// Registry of known fixtures and their DMX mappings.
pub(crate) struct FixtureRegistry {
fixtures: HashMap<String, FixtureInfo>,
/// Reverse map from (universe_id, dmx_channel) to (fixture_name, channel_name).
/// Only built during tests for validation; not needed in production.
#[cfg(test)]
dmx_to_fixture_map: HashMap<(u16, u16), (String, String)>,
}
impl FixtureRegistry {
fn new() -> Self {
Self {
fixtures: HashMap::new(),
#[cfg(test)]
dmx_to_fixture_map: HashMap::new(),
}
}
fn register(&mut self, fixture: FixtureInfo) {
#[cfg(test)]
{
for (channel_name, &offset) in &fixture.channels {
let dmx_channel = fixture.address + offset - 1;
self.dmx_to_fixture_map.insert(
(fixture.universe, dmx_channel),
(fixture.name.clone(), channel_name.clone()),
);
}
}
self.fixtures.insert(fixture.name.clone(), fixture);
}
fn get(&self, name: &str) -> Option<&FixtureInfo> {
self.fixtures.get(name)
}
fn contains(&self, name: &str) -> bool {
self.fixtures.contains_key(name)
}
fn as_map(&self) -> &HashMap<String, FixtureInfo> {
&self.fixtures
}
#[cfg(test)]
fn lookup_dmx_channel(&self, universe: u16, dmx_channel: u16) -> Option<&(String, String)> {
self.dmx_to_fixture_map.get(&(universe, dmx_channel))
}
}
/// Layer control state: intensity masters, speed masters, and frozen layers.
struct LayerState {
/// Layer intensity masters (0.0 to 1.0) — multiplies effect output per layer.
intensity_masters: HashMap<EffectLayer, f64>,
/// Layer speed masters (0.0+) — multiplies effect speed per layer (1.0 = normal).
speed_masters: HashMap<EffectLayer, f64>,
/// Frozen layers — maps layer to the Instant when it was frozen.
frozen: HashMap<EffectLayer, Instant>,
}
impl LayerState {
fn new() -> Self {
Self {
intensity_masters: HashMap::new(),
speed_masters: HashMap::new(),
frozen: HashMap::new(),
}
}
fn intensity_master(&self, layer: &EffectLayer) -> f64 {
*self.intensity_masters.get(layer).unwrap_or(&1.0)
}
fn speed_master(&self, layer: &EffectLayer) -> f64 {
*self.speed_masters.get(layer).unwrap_or(&1.0)
}
}
/// Caches the last computed DmxCommands so unchanged frames skip recomputation.
struct EffectCache {
commands: Vec<DmxCommand>,
/// Last-seen MIDI DMX store generation.
last_store_generation: u32,
/// True when engine state changed outside update() (e.g. clear_layer).
dirty: bool,
}
impl EffectCache {
fn new() -> Self {
Self {
commands: Vec::new(),
last_store_generation: 0,
dirty: false,
}
}
fn invalidate(&mut self) {
self.dirty = true;
}
fn get_cached(&self) -> &[DmxCommand] {
&self.commands
}
fn update(&mut self, commands: Vec<DmxCommand>, generation: u32) {
self.commands = commands;
self.last_store_generation = generation;
self.dirty = false;
}
}
/// The main effects engine that manages and processes lighting effects
pub struct EffectEngine {
active_effects: HashMap<String, EffectInstance>,
fixtures: FixtureRegistry,
current_time: Instant,
/// Elapsed simulated time since engine start
engine_elapsed: Duration,
/// Optional tempo map for tempo-aware effects (measure/beat-based timing)
tempo_map: Option<TempoMap>,
layer_state: LayerState,
/// Effects being released — tracks (release_fade_time, release_start_time) per effect
releasing_effects: HashMap<String, (Duration, Instant)>,
/// Last computed merged fixture states (for preview/debugging)
last_merged_states: HashMap<String, FixtureState>,
/// Last known song time (score-time) for tempo-aware speed lookups.
last_song_time: Option<Duration>,
/// Reference to the MIDI DMX store for reading interpolated values each frame.
midi_dmx_store: Option<Arc<parking_lot::RwLock<MidiDmxStore>>>,
cache: EffectCache,
/// Sub-phase indicator for update() progress.
update_subphase: Arc<AtomicU64>,
}
impl Default for EffectEngine {
fn default() -> Self {
Self::new()
}
}
impl EffectEngine {
pub fn new() -> Self {
Self {
active_effects: HashMap::new(),
fixtures: FixtureRegistry::new(),
current_time: Instant::now(),
engine_elapsed: Duration::ZERO,
tempo_map: None,
layer_state: LayerState::new(),
releasing_effects: HashMap::new(),
last_merged_states: HashMap::new(),
last_song_time: None,
midi_dmx_store: None,
cache: EffectCache::new(),
update_subphase: Arc::new(AtomicU64::new(0)),
}
}
/// Returns the shared update sub-phase Arc for external monitoring.
pub fn update_subphase(&self) -> Arc<AtomicU64> {
self.update_subphase.clone()
}
/// Returns the current MIDI DMX store generation, or 0 if no store is set.
fn store_generation(&self) -> u32 {
self.midi_dmx_store
.as_ref()
.map(|s| s.read().generation())
.unwrap_or(0)
}
/// Set the tempo map for tempo-aware effects
pub fn set_tempo_map(&mut self, tempo_map: Option<TempoMap>) {
self.tempo_map = tempo_map;
}
/// Returns whether a tempo map is currently set
#[cfg(test)]
pub fn has_tempo_map(&self) -> bool {
self.tempo_map.is_some()
}
/// Format effect type for logging
fn format_effect_for_logging(effect: &EffectInstance) -> (&'static str, String) {
match &effect.effect_type {
EffectType::Static {
parameters,
duration,
} => (
"Static",
format!("params={:?}, duration={:?}", parameters, duration),
),
EffectType::ColorCycle {
colors,
speed,
direction,
transition,
..
} => (
"ColorCycle",
format!(
"colors={:?}, speed={:?}, direction={:?}, transition={:?}",
colors, speed, direction, transition
),
),
EffectType::Strobe {
frequency,
duration,
} => (
"Strobe",
format!("frequency={:?}, duration={:?}", frequency, duration),
),
EffectType::Dimmer {
start_level,
end_level,
duration,
curve,
} => (
"Dimmer",
format!(
"start_level={:?}, end_level={:?}, duration={:?}, curve={:?}",
start_level, end_level, duration, curve
),
),
EffectType::Chase {
pattern,
speed,
direction,
..
} => (
"Chase",
format!(
"pattern={:?}, speed={:?}, direction={:?}",
pattern, speed, direction
),
),
EffectType::Rainbow {
speed,
saturation,
brightness,
..
} => (
"Rainbow",
format!(
"speed={:?}, saturation={:?}, brightness={:?}",
speed, saturation, brightness
),
),
EffectType::Pulse {
base_level,
pulse_amplitude,
frequency,
duration,
} => (
"Pulse",
format!(
"base_level={:?}, pulse_amplitude={:?}, frequency={:?}, duration={:?}",
base_level, pulse_amplitude, frequency, duration
),
),
}
}
/// Register a fixture with the engine
pub fn register_fixture(&mut self, fixture: FixtureInfo) {
// Validate fixture capabilities based on special cases
if let Err(e) = validation::validate_fixture_capabilities(&fixture) {
eprintln!(
"Warning: Fixture '{}' has capability issues: {}",
fixture.name, e
);
}
self.fixtures.register(fixture);
}
/// Look up which fixture and channel a DMX address belongs to (test only).
#[cfg(test)]
pub fn lookup_dmx_channel(&self, universe: u16, dmx_channel: u16) -> Option<&(String, String)> {
self.fixtures.lookup_dmx_channel(universe, dmx_channel)
}
/// Set the MIDI DMX store reference for reading interpolated MIDI values.
pub fn set_midi_dmx_store(&mut self, store: Arc<parking_lot::RwLock<MidiDmxStore>>) {
self.midi_dmx_store = Some(store);
}
/// Start an effect
pub fn start_effect(&mut self, mut effect: EffectInstance) -> Result<(), EffectError> {
// Validate effect
validation::validate_effect(self.fixtures.as_map(), &effect)?;
// Log effect parameters
let (effect_kind, effect_params) = Self::format_effect_for_logging(&effect);
debug!(
effect_id = %effect.id,
effect_kind,
effect_params = %effect_params,
layer = ?effect.layer,
blend_mode = ?effect.blend_mode,
priority = effect.priority,
up_time = ?effect.up_time,
hold_time = ?effect.hold_time,
down_time = ?effect.down_time,
targets = ?effect.target_fixtures,
"Starting lighting effect"
);
// Set the start time to the current engine time
effect.start_time = Some(self.current_time);
self.active_effects.insert(effect.id.clone(), effect);
self.cache.invalidate();
Ok(())
}
/// Start an effect with a pre-calculated elapsed time (for seeking)
/// This sets the effect's start_time to be in the past so it appears at the correct point in its lifecycle
pub fn start_effect_with_elapsed(
&mut self,
mut effect: EffectInstance,
elapsed_time: Duration,
) -> Result<(), EffectError> {
// Validate effect
validation::validate_effect(self.fixtures.as_map(), &effect)?;
// Log effect parameters
let (effect_kind, effect_params) = Self::format_effect_for_logging(&effect);
debug!(
effect_id = %effect.id,
effect_kind,
effect_params = %effect_params,
layer = ?effect.layer,
blend_mode = ?effect.blend_mode,
priority = effect.priority,
up_time = ?effect.up_time,
hold_time = ?effect.hold_time,
down_time = ?effect.down_time,
targets = ?effect.target_fixtures,
elapsed_time = ?elapsed_time,
"Starting lighting effect with elapsed time"
);
// Set the start time to be in the past by the elapsed amount
effect.start_time = Some(
self.current_time
.checked_sub(elapsed_time)
.unwrap_or(self.current_time),
);
self.active_effects.insert(effect.id.clone(), effect);
self.cache.invalidate();
Ok(())
}
/// Update the engine and return DMX commands
/// song_time is the current song time (score-time) for tempo-aware effect completion checks
pub fn update(
&mut self,
dt: Duration,
song_time: Option<Duration>,
) -> Result<&[DmxCommand], EffectError> {
self.update_subphase.store(10, Ordering::Relaxed);
self.current_time += dt;
self.engine_elapsed += dt;
self.last_song_time = song_time;
// Fast path for MIDI-DMX-only frames: when no DSL effects are running,
// generate DmxCommands directly from the store. This skips all HashMap
// cloning, fixture state rebuilding, and the full pipeline.
if !self.cache.dirty && self.active_effects.is_empty() && self.releasing_effects.is_empty()
{
let store_gen = self
.midi_dmx_store
.as_ref()
.map(|s| s.read().generation())
.unwrap_or(0);
// Unchanged since last frame — return cached commands.
if store_gen == self.cache.last_store_generation {
self.update_subphase.store(0, Ordering::Relaxed);
return Ok(self.cache.get_cached());
}
// Store changed — rebuild commands directly from store (no intermediate
// active effects pipeline).
let mut commands = Vec::new();
self.last_merged_states.clear();
if let Some(ref store) = self.midi_dmx_store {
let store = store.read();
for (slot_idx, normalized_value) in store.iter_active() {
let (fixture_name, channel_name) = store.fixture_info(slot_idx);
if let Some(fixture_info) = self.fixtures.get(fixture_name) {
if let Some(&offset) = fixture_info.channels.get(channel_name) {
let dmx_channel = fixture_info.address + offset - 1;
let dmx_value = (normalized_value * 255.0) as u8;
commands.push(DmxCommand {
universe: fixture_info.universe,
channel: dmx_channel,
value: dmx_value,
});
// Update merged state for simulator visibility.
self.last_merged_states
.entry(fixture_name.clone())
.or_default()
.set_channel(
channel_name.clone(),
ChannelState::new(
normalized_value,
EffectLayer::Background,
BlendMode::Replace,
),
);
}
}
}
}
self.cache.update(commands, store_gen);
self.update_subphase.store(0, Ordering::Relaxed);
return Ok(self.cache.get_cached());
}
// Cache-only fast path: effects existed previously but are now done,
// permanent state exists, and nothing has changed.
if !self.cache.dirty && self.active_effects.is_empty() && self.releasing_effects.is_empty()
{
let store_gen = self
.midi_dmx_store
.as_ref()
.map(|s| s.read().generation())
.unwrap_or(0);
if store_gen == self.cache.last_store_generation {
self.update_subphase.store(0, Ordering::Relaxed);
return Ok(self.cache.get_cached());
}
}
self.update_subphase.store(20, Ordering::Relaxed);
// Use song_time for tempo-aware speed lookups (BPM at current position).
// Falls back to engine_elapsed when no song is playing.
let absolute_time = song_time.unwrap_or(self.engine_elapsed);
// Start with empty fixture states — no persistent state carried between frames
let mut current_fixture_states = HashMap::new();
self.update_subphase.store(30, Ordering::Relaxed);
// Inject MIDI DMX values from the lockless store (lowest priority).
if let Some(ref store) = self.midi_dmx_store {
let store = store.read();
for (slot_idx, normalized_value) in store.iter_active() {
let (fixture_name, channel_name) = store.fixture_info(slot_idx);
if self.fixtures.contains(fixture_name) {
let state = current_fixture_states
.entry(fixture_name.clone())
.or_insert_with(FixtureState::new);
if !state.channels.contains_key(channel_name) {
state.set_channel(
channel_name.clone(),
ChannelState::new(
normalized_value,
EffectLayer::Background,
BlendMode::Replace,
),
);
}
}
}
}
self.update_subphase.store(40, Ordering::Relaxed);
// Group effects by layer - collect effect IDs first to avoid borrowing conflicts
// Within each layer, we will sort effects deterministically so that:
// - Higher priority effects are processed after lower priority ones
// - For equal priority, later-started effects are processed after earlier ones
// This ensures consistent layering behavior between runs and avoids
// HashMap iteration order affecting visual output.
let mut effects_by_layer: std::collections::BTreeMap<EffectLayer, Vec<String>> =
std::collections::BTreeMap::new();
for (effect_id, effect) in &self.active_effects {
if effect.enabled {
effects_by_layer
.entry(effect.layer)
.or_default()
.push(effect_id.clone());
}
}
// Sort effect IDs within each layer by (priority, start_time, cue_time, id)
// Using cue_time ensures deterministic ordering when multiple effects start at the same time
for (_layer, effect_ids) in effects_by_layer.iter_mut() {
effect_ids.sort_by(|a, b| {
let ea = self.active_effects.get(a).unwrap();
let eb = self.active_effects.get(b).unwrap();
ea.priority
.cmp(&eb.priority)
.then_with(|| {
// Effects without a start_time are treated as earliest
let sa = ea.start_time;
let sb = eb.start_time;
match (sa, sb) {
(Some(ta), Some(tb)) => ta.cmp(&tb),
(None, Some(_)) => std::cmp::Ordering::Less,
(Some(_), None) => std::cmp::Ordering::Greater,
(None, None) => std::cmp::Ordering::Equal,
}
})
.then_with(|| {
// Use cue_time for deterministic ordering when effects have same priority and start_time
// This ensures effects at the same time are always processed in the same order
match (ea.cue_time, eb.cue_time) {
(Some(ca), Some(cb)) => ca.cmp(&cb),
(None, Some(_)) => std::cmp::Ordering::Less,
(Some(_), None) => std::cmp::Ordering::Greater,
(None, None) => std::cmp::Ordering::Equal,
}
})
.then_with(|| a.cmp(b))
});
}
self.update_subphase.store(50, Ordering::Relaxed);
// Track effects that have just completed to preserve their final state
let mut completed_effects = Vec::new();
// Process each layer in order
for (layer, effect_ids) in effects_by_layer {
// Get layer masters
let layer_intensity = self.get_layer_intensity_master(layer);
let layer_speed = self.get_layer_speed_master(layer);
let frozen_at = self.layer_state.frozen.get(&layer).cloned();
for effect_id in effect_ids {
// Get reference to effect to avoid unnecessary clone
let effect = self.active_effects.get(&effect_id).unwrap();
// Check if this effect is being released
let release_info = self.releasing_effects.get(&effect_id).cloned();
// Calculate base elapsed time
// If layer is frozen, use the frozen time instead of current time
let reference_time = frozen_at.unwrap_or(self.current_time);
let base_elapsed = effect
.start_time
.map(|start| reference_time.duration_since(start))
.unwrap_or(Duration::ZERO);
// Apply speed master to elapsed time
// Speed 0.0 triggers freeze_layer, and frozen_at provides the frozen reference time.
// We use base_elapsed directly for both 0.0 and 1.0 (no multiplication needed).
let elapsed = if (layer_speed - 1.0).abs() < f64::EPSILON || layer_speed == 0.0 {
base_elapsed
} else {
// Multiply duration by speed factor
Duration::from_secs_f64(base_elapsed.as_secs_f64() * layer_speed)
};
// Check if effect has reached terminal state (value-based where applicable)
// For effects with cue_time, use score-time elapsed instead of real-time elapsed
// because hold_time/up_time/down_time are calculated in score-time
let is_expired = if effect.start_time.is_some() {
if let (Some(cue_time), Some(current_song_time)) = (effect.cue_time, song_time)
{
// Use score-time elapsed for tempo-aware completion
// This ensures effects complete at the correct musical time, not real-time
let score_elapsed = current_song_time.saturating_sub(cue_time);
effect.has_reached_terminal_state(score_elapsed)
} else {
// Fall back to real-time elapsed for effects without cue_time
effect.has_reached_terminal_state(elapsed)
}
} else {
false
};
// Check if a releasing effect has completed its fade
let release_completed = if let Some((fade_time, release_start)) = &release_info {
let release_elapsed = self.current_time.duration_since(*release_start);
release_elapsed >= *fade_time
} else {
false
};
if is_expired || release_completed {
// Effect has completed. For temporary effects, do not blend final state.
// For permanent effects, preserve via the completion handler below.
// Queue for removal after this frame
completed_effects.push(effect_id.clone());
continue;
}
// Process the effect and get fixture states
if let Some(mut effect_states) = processing::process_effect(
self.fixtures.as_map(),
effect,
elapsed,
absolute_time,
self.tempo_map.as_ref(),
)? {
// Calculate release fade multiplier if this effect is being released
let release_multiplier = if let Some((fade_time, release_start)) = release_info
{
let release_elapsed = self.current_time.duration_since(release_start);
let progress = if fade_time.is_zero() {
1.0
} else {
(release_elapsed.as_secs_f64() / fade_time.as_secs_f64())
.clamp(0.0, 1.0)
};
1.0 - progress // Fade from 1.0 to 0.0
} else {
1.0
};
// Combined intensity multiplier (layer master * release fade)
let intensity_multiplier = layer_intensity * release_multiplier;
// Apply intensity multiplier to effect states if not 1.0
if (intensity_multiplier - 1.0).abs() > f64::EPSILON {
for fixture_state in effect_states.values_mut() {
for channel_state in fixture_state.channels.values_mut() {
channel_state.value *= intensity_multiplier;
}
}
}
// Blend the effect states into the current fixture states
for (fixture_name, effect_state) in effect_states {
if self.fixtures.contains(&fixture_name) {
current_fixture_states
.entry(fixture_name.clone())
.or_insert_with(FixtureState::new)
.blend_with(&effect_state);
}
}
}
}
}
self.update_subphase.store(60, Ordering::Relaxed);
// Handle completed effects — simply remove them. No state persists after completion.
for effect_id in completed_effects {
self.releasing_effects.remove(&effect_id);
if let Some(effect) = self.active_effects.remove(&effect_id) {
// Clean up per-layer multipliers for completed effects
let dimmer_key = multiplier_key("dimmer", effect.layer);
let pulse_key = multiplier_key("pulse", effect.layer);
for fixture_name in &effect.target_fixtures {
if let Some(current_state) = current_fixture_states.get_mut(fixture_name) {
current_state.channels.remove(&dimmer_key);
current_state.channels.remove(&pulse_key);
}
}
}
}
self.update_subphase.store(70, Ordering::Relaxed);
// Use current frame states directly — no persistent state merge needed
self.update_subphase.store(80, Ordering::Relaxed);
// Store states for preview/debugging (before converting to DMX)
self.last_merged_states = current_fixture_states.clone();
// Convert fixture states to DMX commands.
let mut commands = Vec::new();
for (fixture_name, fixture_state) in current_fixture_states {
if let Some(fixture_info) = self.fixtures.get(&fixture_name) {
commands.extend(fixture_state.to_dmx_commands(fixture_info));
}
}
// Cache commands and store generation for fast-path short-circuit on
// subsequent frames where nothing changes.
let gen = self.store_generation();
self.cache.update(commands, gen);
self.update_subphase.store(0, Ordering::Relaxed);
Ok(self.cache.get_cached())
}
/// Stop all active effects
pub fn stop_all_effects(&mut self) {
self.active_effects.clear();
self.releasing_effects.clear();
self.last_merged_states.clear();
// Clear MIDI DMX values so they don't bleed into the next song.
// Uses a read lock because MidiDmxStore uses interior mutability
// (atomics) — no write lock needed.
if let Some(ref store) = self.midi_dmx_store {
store.read().clear();
}
self.cache.invalidate();
}
/// Stop all effects from a specific sequence
/// Effects from sequences have IDs starting with "seq_{sequence_name}_"
pub fn stop_sequence(&mut self, sequence_name: &str) {
let prefix = format!("seq_{}_", sequence_name);
let mut to_remove = Vec::new();
// Collect effect IDs that match this sequence
for effect_id in self.active_effects.keys() {
if effect_id.starts_with(&prefix) {
to_remove.push(effect_id.clone());
}
}
// Remove the effects
for effect_id in to_remove {
self.active_effects.remove(&effect_id);
self.releasing_effects.remove(&effect_id);
}
self.cache.invalidate();
}
// ===== Layer Control Methods (grandMA-inspired) =====
/// Clear a layer - immediately stops all effects on the specified layer
/// This is equivalent to a "kill" or panic button for a layer
pub fn clear_layer(&mut self, layer: EffectLayer) {
layers::clear_layer(
&mut self.active_effects,
&mut self.releasing_effects,
&mut self.layer_state.frozen,
layer,
);
self.last_merged_states.clear();
self.cache.invalidate();
}
/// Clear all layers - immediately stops all effects on all layers
/// This is equivalent to a "kill all" or panic button for everything
pub fn clear_all_layers(&mut self) {
layers::clear_all_layers(
&mut self.active_effects,
&mut self.releasing_effects,
&mut self.layer_state.frozen,
);
self.last_merged_states.clear();
self.cache.invalidate();
}
/// Release a layer - gracefully fades out all effects on the specified layer
/// Uses each effect's down_time, or a default of 1 second if not specified
pub fn release_layer(&mut self, layer: EffectLayer) {
self.release_layer_with_time(layer, None);
}
/// Release a layer with a custom fade time
/// If fade_time is None, uses each effect's down_time (or 1 second default)
pub fn release_layer_with_time(&mut self, layer: EffectLayer, fade_time: Option<Duration>) {
layers::release_layer_with_time(
&mut self.active_effects,
&mut self.releasing_effects,
&mut self.layer_state.frozen,
layer,
fade_time,
self.current_time,
);
self.cache.invalidate();
}
/// Freeze a layer - pauses all effects on the layer at their current state
/// Effects maintain their current output values but don't advance in time
pub fn freeze_layer(&mut self, layer: EffectLayer) {
layers::freeze_layer(
&mut self.layer_state.frozen,
&mut self.active_effects,
layer,
self.current_time,
);
self.cache.invalidate();
}
/// Unfreeze a layer - resumes effects on the layer from where they left off
pub fn unfreeze_layer(&mut self, layer: EffectLayer) {
layers::unfreeze_layer(
&mut self.layer_state.frozen,
&mut self.active_effects,
layer,
self.current_time,
);
self.cache.invalidate();
}
/// Check if a layer is frozen
#[cfg(test)]
pub fn is_layer_frozen(&self, layer: EffectLayer) -> bool {
self.layer_state.frozen.contains_key(&layer)
}
// ===== Layer Master Methods =====
/// Set the intensity master for a layer (0.0 to 1.0)
/// This multiplies with all effect outputs on the layer
pub fn set_layer_intensity_master(&mut self, layer: EffectLayer, intensity: f64) {
layers::set_layer_intensity_master(
&mut self.layer_state.intensity_masters,
layer,
intensity,
);
self.cache.invalidate();
}
/// Get the intensity master for a layer (defaults to 1.0)
pub fn get_layer_intensity_master(&self, layer: EffectLayer) -> f64 {
self.layer_state.intensity_master(&layer)
}
/// Set the speed master for a layer (0.0+ where 1.0 = normal speed)
/// This multiplies with effect speeds on the layer
/// 0.5 = half speed, 2.0 = double speed, 0.0 = frozen at current state
pub fn set_layer_speed_master(&mut self, layer: EffectLayer, speed: f64) {
layers::set_layer_speed_master(
&mut self.layer_state.speed_masters,
&mut self.layer_state.frozen,
&mut self.active_effects,
layer,
speed,
self.current_time,
);
self.cache.invalidate();
}
/// Get the speed master for a layer (defaults to 1.0)
pub fn get_layer_speed_master(&self, layer: EffectLayer) -> f64 {
self.layer_state.speed_master(&layer)
}
/// Dispatch a single layer command to the appropriate engine method.
pub fn apply_layer_command(&mut self, cmd: &crate::lighting::parser::LayerCommand) {
use crate::lighting::parser::LayerCommandType;
match cmd.command_type {
LayerCommandType::Clear => {
if let Some(layer) = cmd.layer {
self.clear_layer(layer);
} else {
self.clear_all_layers();
}
}
LayerCommandType::Release => {
if let Some(layer) = cmd.layer {
if let Some(fade_time) = cmd.fade_time {
self.release_layer_with_time(layer, Some(fade_time));
} else {
self.release_layer(layer);
}
}
}
LayerCommandType::Freeze => {
if let Some(layer) = cmd.layer {
self.freeze_layer(layer);
}
}
LayerCommandType::Unfreeze => {
if let Some(layer) = cmd.layer {
self.unfreeze_layer(layer);
}
}
LayerCommandType::Master => {
if let Some(layer) = cmd.layer {
if let Some(intensity) = cmd.intensity {
self.set_layer_intensity_master(layer, intensity);
}
if let Some(speed) = cmd.speed {
self.set_layer_speed_master(layer, speed);
}
}
}
}
}
/// Get the number of active effects
#[cfg(test)]
pub fn active_effects_count(&self) -> usize {
self.active_effects.len()
}
/// Check if a specific effect is active
#[cfg(test)]
pub fn has_effect(&self, effect_id: &str) -> bool {
self.active_effects.contains_key(effect_id)
}
/// Get all active effects (for debugging/simulation)
#[allow(dead_code)]
pub fn get_active_effects(&self) -> &HashMap<String, EffectInstance> {
&self.active_effects
}
#[allow(dead_code)]
/// Get current fixture states (for debugging/simulation/preview)
/// Returns the merged fixture states from the last update() call.
/// This provides a snapshot of all fixture states without generating DMX commands.
pub fn get_fixture_states(&self) -> HashMap<String, FixtureState> {
self.last_merged_states.clone()
}
/// Get the fixture registry (for simulator to determine fixture capabilities).
#[allow(dead_code)]
pub fn get_fixture_registry(&self) -> &HashMap<String, FixtureInfo> {
self.fixtures.as_map()
}
/// Get a formatted string listing all active effects
pub fn format_active_effects(&self) -> String {
use std::fmt::Write;
let mut output = String::new();
if self.active_effects.is_empty() {
return "No active effects".to_string();
}
writeln!(output, "Active effects ({}):", self.active_effects.len()).unwrap();
// Group effects by layer for better readability
let mut effects_by_layer: std::collections::HashMap<EffectLayer, Vec<&EffectInstance>> =
std::collections::HashMap::new();
for effect in self.active_effects.values() {
effects_by_layer
.entry(effect.layer)
.or_default()
.push(effect);
}
// Sort layers for consistent output
let mut layers: Vec<_> = effects_by_layer.keys().collect();
layers.sort();
for layer in layers {
let effects = &effects_by_layer[layer];
// Print layer name
let layer_name = match layer {
EffectLayer::Background => "Background",
EffectLayer::Midground => "Midground",
EffectLayer::Foreground => "Foreground",
};
writeln!(output, " {}:", layer_name).unwrap();
for effect in effects {
let elapsed = if let Some(start_time) = effect.start_time {
self.current_time.duration_since(start_time)
} else {
Duration::ZERO
};
let effect_type_str = match &effect.effect_type {
EffectType::Static { .. } => "Static",
EffectType::ColorCycle { .. } => "ColorCycle",
EffectType::Strobe { .. } => "Strobe",
EffectType::Dimmer { .. } => "Dimmer",
EffectType::Chase { .. } => "Chase",
EffectType::Rainbow { .. } => "Rainbow",
EffectType::Pulse { .. } => "Pulse",
};
let total = effect.total_duration();
let duration_str = format!(" (duration: {:.2}s)", total.as_secs_f64());
writeln!(
output,
" - {} [{}] - {} fixture(s) - elapsed: {:.2}s{}",
effect.id,
effect_type_str,
effect.target_fixtures.len(),
elapsed.as_secs_f64(),
duration_str
)
.unwrap();
}
}
// Also show releasing effects if any
if !self.releasing_effects.is_empty() {
writeln!(
output,
"\nReleasing effects ({}):",
self.releasing_effects.len()
)
.unwrap();
for (effect_id, (fade_time, release_start)) in &self.releasing_effects {
let release_elapsed = self.current_time.duration_since(*release_start);
writeln!(
output,
" - {} - fading out (elapsed: {:.2}s / {:.2}s)",
effect_id,
release_elapsed.as_secs_f64(),
fade_time.as_secs_f64()
)
.unwrap();
}
}
output
}
}